View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000670 | Dwarf Fortress | Dwarf Mode -- Immigration | public | 2010-04-06 16:57 | 2017-02-03 05:09 |
Reporter | udontknowme | Assigned To | Loci | ||
Priority | normal | Severity | major | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | x86 | OS | Windows | OS Version | 7 |
Product Version | 0.31.01 | ||||
Summary | 0000670: Migrants arrive although all Dwarven Civilizations are extinct | ||||
Description | Worlds generated with these settings in entity_default: [MAX_STARTING_CIV_NUMBER:1] [START_GROUP_NUMBER:1] [MAX_POP_NUMBER:1] [MAX_SITE_POP_NUMBER:1] [MAXAGE:1:1] Legends and 'View Civilizations' (until the first migrants arrive) confirm that there are no Dwarven Civilizations, yet migrants still begin arriving in the first summer. After the first migrants have arrived, 'View Civilizations' shows a new Dwarven Civ. | ||||
Tags | immigrants, Intentional/Expected?, migrants, Not a bug | ||||
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This was present in the previous version as well, and is ostensibly a feature since there were a lot of issues with entire civs dying out, and it wouldn't be... well, fair, to have you generate a world that you can't play in. |
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Nope, in 40d you could play without Immgration (and Dwarven Caravans) this way. |
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Definitely had immigrants with all dwarf civs extinct in 40d. This is most definitely a feature. |
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I definitely played several fortresses for many years without getting a single immigrant in 40d on maps generated with the above mentioned settings. |
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Guess I've been reading the wrong threads then - http://www.bay12games.com/forum/index.php?topic=27594.0 vs http://www.bay12games.com/forum/index.php?topic=40566.0 That or I was thinking more along the lines of "even if you embark on a deserted island, dwarves will still find their way there" thing. |
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From my experience of trying to get no immigrants, its possible to have no dwarf civ but still get migrants some of the time. Equally, I've had it work fully and get no migrants at all. I suspected at the time that getting migrants with no civ was due to the last mountain home being ruined very close to the end of world gen so there were still a few 'displaced' dwarven groups on the map. Probably checkable by digging through legends to see if every single dwarf is actually dead or not. |
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even if it's not a feature, I would hardly consider this a major issue. |
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Not a bug. Migrants and caravans always were, and still are, generated out of thin air, like your starting seven. This will change in the future, but as it is now, it's a feature. |
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Excuse me, but that is just plain wrong. As I already said, it was possible to play without caravans and immigrants in 40d, if you don't believe me, check the links that Logical2u posted, there are others that played this way. It may not be a bug, maybe Toady wanted to change that, maybe it was a bug in 40d that this was even possible. But the behaviour of DF2010 is definately different from that of 40d. |
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I believe at one point migrants were taken from existing members of the civilization which lead to things like non dwarven migrants or dwarves with the drunk profession and such coming in the waves. I'm fairly certain they are currently random. |
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Definitely not a bug. At worst is a incomplete feature, but Toady report on the forums sometimes that migrants would come from the "edges of the map". The threads linked above show that migrants coming with civilizations destroyed always happened, even before 0.31.01. |
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Does this still occur in 0.40.xx? |
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The first two waves of migrants are hard-coded, as are merchants. You can embark and get merchants and migrants even with no dwarves (but a single necromancer) having been alive on the planet for centuries. It's not a bug, though. It's intended behavior but not permanently so: it's just a hack workaround for an unimplemented objective. |
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While you are playing the 'market site' dwarves are still embarking out to create new sites, occasionally if the right sites are in range you will get some hillocks springing up. local fortresses are more uncommon. > Are you 100% sure its a new civ and not a new group? civilizations & groups are named differently on legends. The 120 starting members specified for your entity in the RAWS would count towards founding new sites branching off your current location in the conditions you describe _______________________________________________ A similar experience happens when you play with goblins who have the ability to build tunnels (giving unlimited range) and they settle other continents > If you make a new settlement on another continent & have a working trade & outpost liaison, they will inform you that new towers & pits have been built AROUND you while you were waiting for the caravan without any links other than tunnels. Goblins don't have land restrictions so will settle anywhere. They'll give a little piece on who's in charge of each site. _______________________________________________ A save would help please least to study in detail. |
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A truly extinct dwarven civilization sends no immigrants beyond the two hard-coded waves, sends no trade caravans at all, and appoints no nobles (e.g. king, liaison). Truly extinct civilizations are still possible in v0.43 (though difficult due to 0009503), and vjek has kindly provided instructions to generate them: http://www.bay12forums.com/smf/index.php?topic=158646.msg7055597#msg7055597 An extinct civilization will send the two hard-coded immigration waves, presumably an intentional decision to give your fortress a viable chance. If you would prefer not to receive those immigrants you can now block them using the population cap settings. |
Date Modified | Username | Field | Change |
---|---|---|---|
2010-04-06 16:57 | udontknowme | New Issue | |
2010-04-06 16:57 | udontknowme | Tag Attached: immigrants | |
2010-04-06 16:58 | udontknowme | Tag Attached: migrants | |
2010-04-06 17:07 | Logical2u | Note Added: 0001614 | |
2010-04-06 17:24 | udontknowme | Note Added: 0001619 | |
2010-04-06 17:30 | udontknowme | Note Edited: 0001619 | |
2010-04-06 18:03 | Squirrelloid | Note Added: 0001626 | |
2010-04-06 18:11 | udontknowme | Note Added: 0001629 | |
2010-04-06 18:12 | Logical2u | Note Added: 0001630 | |
2010-04-06 18:28 |
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Relationship added | has duplicate 0000675 |
2010-04-07 20:44 | Zeg | Note Added: 0001929 | |
2010-04-07 21:00 | DoctorZuber | Note Added: 0001930 | |
2010-04-16 05:14 | thvaz | Note Added: 0003827 | |
2010-04-17 07:32 | udontknowme | Note Added: 0003977 | |
2010-11-29 19:20 | Videospirit | Note Added: 0014306 | |
2012-06-03 16:28 | Logical2u | Relationship added | has duplicate 0005984 |
2014-07-13 00:56 | thvaz | Note Added: 0026097 | |
2014-07-13 00:57 | thvaz | Tag Attached: Not a bug | |
2014-07-13 00:57 | thvaz | Tag Attached: Intentional/Expected? | |
2014-07-13 00:58 | thvaz | Note Edited: 0026097 | |
2014-09-14 07:32 |
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Relationship added | related to 0008295 |
2014-11-22 14:04 | lethosor | Note Added: 0031127 | |
2014-11-22 14:04 | lethosor | Assigned To | => lethosor |
2014-11-22 14:04 | lethosor | Status | new => feedback |
2014-11-22 16:13 | kicking jay | Note Added: 0031129 | |
2017-02-02 16:26 | FantasticDorf | Note Added: 0036251 | |
2017-02-02 16:28 | FantasticDorf | Note Edited: 0036251 | |
2017-02-02 17:06 | FantasticDorf | Note Edited: 0036251 | |
2017-02-03 05:09 | Loci | Note Added: 0036253 | |
2017-02-03 05:09 | Loci | Status | feedback => resolved |
2017-02-03 05:09 | Loci | Resolution | open => fixed |
2017-02-03 05:09 | Loci | Assigned To | lethosor => Loci |